Thanks for the response, Nomad. Since Kickstarter, I've mostly worked on content and combat, but there are 4 other areas I'm going to focus on. It's unlikely I'll be able to do everything here, but working on the campaign is obviously a must.
The first is the campaign. Right now, it's effectively a sandbox. Attacking the districts has no effect, but soon, the district's defenders will be reduced and you'll be able to clear them, which reduces the gang's income. You will also have to locate and destroy rackets, which provide bonuses to the gangs which own them. Each gang has a boss and 3 lieutenants - these can' be found yet, but this will get attention soon. The ultimate goal is to take down each gang's boss, who can only be found when his/her lieutenants have been taken out. I'm also considering the possibility of not being able to find some of the rackets/leaders until you have interrogated a member of the gang, and they have revealed info, like "One of the lieutenants is based in the top right quadrant of the city" - then you can use conventional surveillance to locate them.
I've written 18 encounters so far, and 8 encounters where you meet allies. Most of these focus on world building and character development, rather than pushing a the main plot forward. There will be parts of story telling as you complete events, but since the events are driven by player action, which may differ game to game, it's difficult to have 1 single, structured narrative.
The 2nd area is fortifying the RPG elements. Being considered here are: ability to talk to allies outside mission to give more backstory, reputation system with allies, ability to help allies overcome an issue which is holding them back in life.
The 3rd area is improving game diversity: It would be good to add more diversity to the game cycle of home -> fight -> home. Being considered are: non combat encounters, which are primarily based on skill checks, side missions from allies, a nemesis system for enemies, allowing them to retreat and become more powerful, rescuing captured allies, base facilities which can be build.
The 4th area is polish, which will entail smoothing rough areas in all part of the game. In particular, I think the UI could use some work.
I agree on the loot - as it stands, only about 30% of the items have been added. Fear not, there will be plenty more toys to play with